Class FuncBrush
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
func_brush. A piece of world geometry a map can show, hide, and make solid or not. Enable and Disable switch drawing and solidity together, as in the engine; SetSolid and SetNonsolid leave what is drawn alone. The authored solidity decides what "solid" means for a given brush.
public class FuncBrush : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← FuncBrush
Derived
Inherited Members
BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.LoadedModel, BaseModelEntity.CreateRootNode(), BaseModelEntity.BuildsCollider, BaseModelEntity.InputColor(EntityInputData), BaseModelEntity.InputAlpha(EntityInputData), BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.KeyValues, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.CreateRootNode(), BaseEntity.CreateEditorNode(ObjectTypeFlags), BaseEntity.CreateEffect(string?, ParticleSnapshot?, bool), BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.AcceptsTouchFrom(BaseEntity), BaseEntity.OnStartTouch(BaseEntity), BaseEntity.OnTouch(BaseEntity), BaseEntity.OnEndTouch(BaseEntity), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.JumpTo(Vector3, Vector3), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.InputKill(EntityInputData), BaseEntity.InputFireUser1(EntityInputData), BaseEntity.InputFireUser2(EntityInputData), BaseEntity.InputFireUser3(EntityInputData), BaseEntity.InputFireUser4(EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.PhysicsSimulate(float), BaseEntity.TurnsByAngleComponents, BaseEntity.IsPusher, BaseEntity.IsUnblockableByPlayer, BaseEntity.MovesWithoutPushing, BaseEntity.PushesPlayerAsTrain, BaseEntity.HasVPhysicsSolid, BaseEntity.OnStartBlocked(BaseEntity), BaseEntity.OnBlocked(BaseEntity), BaseEntity.OnEndBlocked(), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.TurnBody(Vector3, Vector3), BaseEntity.SetOriginAndAngles(Vector3, Vector3), BaseEntity.SetWorldOriginAndAngles(Vector3, Vector3), BaseEntity.AddNode(SceneNode, bool), BaseEntity.OnRemove(), BaseEntity.UpdateTransform(), BaseEntity.UpdateColliderTransform(), BaseEntity.UpdateRenderTransform(float), BaseEntity.SnapInterpolation(), BaseEntity.AngleMod(float)
Constructors
FuncBrush(EntitySystem, EntitySpawnInfo)
Initializes a func_brush from its keyvalues.
public FuncBrush(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
IsEnabled
Gets whether the brush is switched on: drawn, and solid if its solidity allows.
public bool IsEnabled { get; }Property Value
Solidity
Gets how this brush decides whether it is solid.
public FuncBrush.SolidityMode Solidity { get; }Property Value
Methods
InputDisable(EntityInputData)
Switches the brush off.
[EntityInput("Disable")]
protected void InputDisable(EntityInputData data)Parameters
data EntityInputData
InputEnable(EntityInputData)
Switches the brush on.
[EntityInput("Enable")]
protected void InputEnable(EntityInputData data)Parameters
data EntityInputData
InputSetNonsolid(EntityInputData)
Makes the brush not solid.
[EntityInput("SetNonsolid")]
protected void InputSetNonsolid(EntityInputData data)Parameters
data EntityInputData
InputSetSolid(EntityInputData)
Makes the brush solid.
[EntityInput("SetSolid")]
protected void InputSetSolid(EntityInputData data)Parameters
data EntityInputData
InputToggle(EntityInputData)
Switches the brush on or off.
[EntityInput("Toggle")]
protected void InputToggle(EntityInputData data)Parameters
data EntityInputData
OnEnabledChanged()
Called after the brush was switched on or off, and once as it spawns.
protected virtual void OnEnabledChanged()Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
